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ajmiam

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Posts posted by ajmiam

  1. I already grabbed a copy of GameData.bin from this repository: https://github.com/RainThunder/fefates-tools

    If I'm understanding Nightmare correctly, it's basically a GUI for editing the GameData.bin...which means I can use it to check my work as I modify said file. I'll start looking at that sometime soon (but probably won't get much done for a couple of weeks, as I'm leaving on a vacation the middle of next week).

    Thanks for your help and support! :)

  2. I'll definitely add DLC skills and classes as optional includes. I didn't add them at the start because..well...I haven't downloaded any DLC myself yet :P: (aside from Revelation itself). Since all the DLC skills and classes are listed on this site it would be no problem to add them. I'll probably make the changes sometime before the end of this upcoming weekend.

    Yes, as shadowofchaos said, this randomizer just produces a table for display purposes, telling the player which changes to make. I can definitely see why hacking the ROM to make it give out skills at the appropriate levels would make the gameplay for a skill-randomized run a lot smoother (no need for swapping the game in and out of Powersaves to edit skills, and earning the proper skill mid-chapter). However, I don't have any ROM hacking experience yet, and am, admittedly, slightly apprehensive about betting the life of my 3DS on everything going right. But Powersaves is relatively simple and apparently safe to use, so I figured I'd at least start by making a randomizer that'd be used with Powersaves.

    Hmm...based on what I found on gbatemp.net, there is a specific location in each class's data where there are references to the ID numbers of the skills it awards at the level milestones, so at the very least I could possibly make a program that, given an unedited Gamedata.bin file, outputs the file with changes that implement the shuffle results. Thus, anyone who wants their shuffle results turned into a ROM hack would be saved the trouble of changing all those IDs themselves. EDIT: Not quite that simple--I'd also have to edit the skills the various characters have when they join. But still theoretically doable.

  3. So here is a thing I made just for kicks and giggles: a randomizer for the class "skill trees" (learnsets) in Fire Emblem Fates!

    How to use it:

    8Q42axC.png

    Pick your desired settings and hit the "Shuffle!" button, and the program will output a table mapping each class's skill-learning level milestone to a random skill in the game! Whenever one of your characters learns a new skill, replace it with the corresponding skill from the table. (A save editor or ROM hacking capabilities are necessary.)

    Detailed instructions:

     

    Surprise Mode--If you check this option, then each skill in the table will be hidden until you click to view it. Use this to simulate a "blind" run, where you only find out what each skill is once you attain the class/level milestone to earn it.

    DLC--There are 3 options here:

    None: No DLC skills or classes will appear in the shuffle results.

    Skills: The DLC skills (any skill from a DLC, Path Bonus, and/or Amiibo class [like Aether] and any skill that requires an item to learn [like Point Blank]) may appear in the shuffle results. However, the DLC classes will not appear.

    Skills & Classes: The DLC skills may appear and the DLC classes will appear (so they will be randomly assigned skills). Note that the shuffler doesn't care whether a skill is standard or DLC when it's assigning it so you'll see some DLC skills assigned to standard classes and vice-versa.

    Include Stattaker Skills--These are the skills like Magictaker and Lucktaker that increase a given stat by 2 when the wielder attacks and defeats an enemy. You have to check this box to enable them; they're enabled or disabled independently of the other DLC skills. (I figured that some players might not like to see these skills cluttering up the shuffle results since they're all so similar.)

    An exception: Strengthtaker and Speedtaker may appear if you enabled DLC Skills & Classes and didn't enable this option, as without them there would not be enough skills to fill all the skill milestones.

    Enemy Skills--Since enemy skills work properly if applied to player characters (provided you don't try to use them online, of course), this option lets you throw some of them into the shuffle. This option enables some skills that are enemy-only in the base game but available as current/future DLC, and some that are fully enemy-only. There are 4 settings, so you can enable the weaker ones without the stronger ones if you so choose:

    None: No enemy skills will appear.

    Fair: Bold Stance, Point Blank, Winged Shield, Hit/Avo +10, Resist Status, and Inevitable End may appear.

    Powerful: The above plus Hit/Avo +20 and Immune Status may appear.

    Broken: The above plus Dragonskin, Divine Shield, and Immobilize may appear.

    Staff Savant--This enemy-only skill is insanely powerful and deserves to be in the "Broken" tier, but it's arguably more fun to use than Dragonskin and friends, so it gets its own separate option. It will be enabled if and only if this box is checked; the setting above has no effect on it. Just remember, first of all, selecting this option is no guarantee that it will appear in the table, and secondly, if you use this skill, you might want to set some limits on what you allow yourself to do with it!

    Exclude Weak Skills--If checked, this removes 6 of the less-exciting standard skills from the shuffle (Golembane, Future Sight, Swap, Shove, Skill +2, Luck +4). Note that this option has no effect unless enemy skills, DLC skills, and/or Stattaker skills are enabled, as otherwise there won't be enough skills to fill all the slots.

    Once you've chosen your settings, press the Shuffle! button to generate a random skill table!

    The table will appear below the settings.

    The "skill tree key" is actually all the data from the table compressed into one big string of incomprehensible gobbledygook. You can copy the string down and save it somewhere...

    ...then, on a later visit to the site, paste it in the box and press the Load from Key button to view the same table again! This way you don't have to keep your browser open for however many days/weeks/months it takes you to complete the game.

    The table that shows the results of the shuffle looks something like this:

    dgYWhC2.png

    ...and so on.

    To see how it works, let's look at the Oni Savage class. Normally they'd learn Seal Resistance at level 1 and Shove at level 10, but according to the shuffle, they now learn Life and Death at level 1 and Rally Magic at level 10. So if you get a Level 8 Oni Savage added to your party, replace Seal Resistance with Life and Death at the first opportunity. When the Oni Savage reaches level 10 and learns Shove, replace Shove with Rally Magic at the first opportunity. If you reclass a unit and they start to learn skills from the new class, replace them according to this table. Child units keep whatever skills they inherited from their parents; replace the rest according to this table.

    If you capture a unit, modify their current-class and base-class skills according to this table, but leave their other skills the same. If the unit had an enemy-only skill that was eligible to appear in the table based on the settings you chose, you may put that skill back on after the game takes it off.

    If you earn "Gentilhomme/Demoiselle", apply the skill that matches your character's gender. So males get Gentilhomme and females get Demoiselle.

    If you want to de-equip a skill from a unit, that's fine, just remember that you'll need to use your save editor to re-apply it.

    Note that Powersaves can only edit the skills of the first character in the top-left save file, so to edit a character other than Corrin, you have to enter a battle where deploying Corrin is not mandatory, then on Select Units de-select all except the one you want to edit, then save the game without starting the battle. The most reliable way to do this--which works at any time on any route starting at Chapter 7--is to go to your castle's crystal ball and choose StreetPass Team -> Check Defenses. (You do not need to, and shouldn't, enable StreetPass before doing this.)

    If you selected Surprise Mode, you'll see a table like this:

    T9b4Nul.png

    All skills will be hidden at first, but you can reveal a skill by clicking the checkbox next to it. The "skill tree key" keeps track of which skills are revealed and updates automatically, so after you earn and reveal some skills, copy the key string and it will remember that you revealed those skills when you load from that string!

    Some more details:

     

    The shuffler isn't truly random:

    • For flavor reasons, all the Nohr Prince(ss) and its promotions' skills other than Nobility are fixed in place. (I can change this if people don't like it, though.)
    • Aptitude is fixed in place at Villager Lv 1 because without it, Mozu loses a ton of usefulness.
    • Locktouch is fixed as the Lv 1 skill of Ninjas and Outlaws because without it, you can't open some chests.
    • Inspiring Song, if it appears, will always be one of the Songstress skills since it's useless to other classes. Similarly, all the Ballistician skills that appear will only be assigned to the Ballistician class.
    • Winged Shield, if it appears, will always appear in a flying class. Beast Shield and Armor Shield will also only appear in classes that have the weaknesses they cover.
    • The following skills, if they appear, will only appear in classes whose weapon proficiencies allow them to be useful: All Weaponfaire skills, Beastbane, Strength +2, Magic +2, Malefic Aura, Live to Serve, Point Blank, Inevitable End, Staff Savant, Shadowgift, and Heavy Blade.
    • No single class or base->promoted class pair will ever contain the same skill twice, or contain both Resist Status and Immune Status, as that would be redundant. But if a skill appears twice in the standard non-shuffled class tree (like Beastbane, Grisly Wound, or Aether), it has a chance to appear up to that many times in separate class lines.

    I will probably add the option to shuffle in DLC/path bonus classes and skills in the near future; I just wanted to get something basic working first. EDIT: It's working, you can now shuffle in both the DLC classes and skills, or just the skills if you so desire, or not use DLC at all. The Stattaker skills have their own independent option.

    If you have any feedback (you found a bug, or I put your favorite skill in the "weak" category, or you believe I horribly mis-tiered the enemy skills, or you have any other suggestions), please let me know!

    And finally a friendly reminder: Modifying your characters this way is playing according to an alternate set of rules. Fine when you're offline, but using these characters against other people online would be cheating. So if you do a randomized run, don't put any of these characters on your wireless battle teams, and on that particular save file, make sure NOT to activate StreetPass or update data using your castle's crystal ball.

  4. Wow...

    Might I inquire what your strategy was for getting up the wall? Your efforts to Entrap the Basaras off the stairs clearly did not work, and you say Benny failed you...

    Asking because the only strategy I could come up with was: Send Benny up the second-left stairs, supported by my Great Knight Avatar including the Supportive boost; stand in the one and only spot where he won't get lunged into Oboro's range (next to the ballista); and tank the everloving heck out of the 7 or so enemies that surrounded him for 3 turns until a hole miraculously opened up for him to escape. (Using Concoctions as needed.)

    Congrats on sticking with it and pulling through! I take it you captured Rallyman?

  5. I don't know enough to speak from a stats perspective, but from a classes and skills perspective, there's a cool thing you can potentially do: On the child units you can stack Grisly Wound with Poison Strike and/or Savage Blow to inflict extremely high automatic damage onto any enemy that they attack but don't kill. If you want to combine just one of those skills with Grisly Wound, it's simple to pass the desired skill down after friendship sealing with another unit to get the skill. You can also stack all three skills together on both kids if your avatar's talent provides either Poison Strike or Savage Blow and a friendship seal provides the other. (Pass down the skill you get with the friendship seal, then have each kid change class to the avatar's talent to pick up the other skill.) All three skills might be overkill but as it is a guaranteed 60% damage just for attacking (even if you miss) I thought it would be worth noting.

    Sorry if you already knew about this.

  6. All of Arthur's, but especially, "Yerrr outta luck, friend!"

    All of Elise's, but especially "You're going down, scumbag!" and "Buh-BYE!"

    Saizo's "Bad news."

    Jakob's "You are about to be SERVED!"

    All of Odin's lines, of course

    Niles's "Ohhhhh, yes!" and "You can't hide from me!"

    Silas's "I will protect my friends!" and "Fall so that others may live!"

    Azura's "My heart is singing" and "Time for your final bow" are beautifully delivered, though I've never heard them in game due to Azura not being exactly a frontline character....

    The one quote that's shared between exactly 3 characters that aren't a royal-and-retainers triplet:

    Felicia's "Here goes NOTHING~"

    Sakura's "Here goes nothing :O"

    Benny's "HEREGOESNUTHIN"

    Some sound even better in certain situations:

    Keaton's "Hunting party!" or "Just in time for dinner!" when caused by a Sol trigger (Keaton feasts on the enemy to restore health?)

    Sophie's "GOOD.....NIGHT!" when caused by a Luna trigger

  7. I don't know if you have any units with sufficient defense but my Benny had such high defenses that every unit on the map pretty much did just 0-3 damage to him with physical attacks or up to 7 with magic attacks. So what I did was send him (paired up with my Great Knight avatar for +Defense and the Supportive boost) up the right side of the bridge. Him blocking the enemies slightly allowed me to bring my other units closer without them being in range. Then next turn I attacked with as many of my units as possible that could withstand being physically attacked, and used a Freeze staff to immobilize the Spear Master with Seal Defense in the upper-left corner. This ensured that he wouldn't make any of my units too vulnerable to survive. I think I had to Freeze him the next turn as well since it took a little while to mop up all the enemies. Without a Freeze staff or a highly bulky unit, I'm not sure what the best strategy is...

    But yes, the only reward for doing this is EXP.

  8. Just out of curiosity, you say you cleared Chapter 7 on Hard in 3 turns. Since Effie and Arthur don't turn up until the start of the 4th turn, does that mean they don't join your party if you clear the chapter in just 3 turns? Or do they join after the chapter or something?

  9. I read about the color-coding thing somewhere and realized the Pokemon-like triangle right away. I didn't yet memorize which weapons were which colors, but the color thing should have been enough anyway...

    However, funny story. When it came time to play the actual game, I made a dumb mistake that kept me from figuring out the triangle until midway through my first playthrough (Birthright). You see, the blue weapons (lances *ahem* I mean naginata, and shurikens), have a little splash of red at the bottom of their icon to show that they beat red weapons. Well, the little bit of red coloring jumped out to me more than the big square of blue, so I was like, "That's a red weapon." Scrolls and katana? Also red. Clubs and yumi were green. So I went through half the game wondering why I was only seeing red and green weapons. It didn't help that the weapon advantages in FE (a change in hit rate and ~1 point damage adjustment) are far less drastic than super-effectiveness in Pokemon (x2 damage!) so I didn't really notice the advantages or disadvantages in combat.

    I guess at some point I thought back to the thing that introduced me to the existence of the FE weapon triangle in general and realized something wasn't right, took a closer look, and discovered the mistake I'd made.

    I remembered most of it pretty quickly, but I always, always, always forget that tomes beat bows. Like for some reason I keep thinking bows beat tomes, but I just don't know why it happens. Like I'd see the tome users and I'll think, okay time to bring my bow users, then mid chapter I'd remember that tomes beat bows and I'll be like, 'Um, bad idea?'

    In practice, the bow users I've used so far (Setsuna and Niles) both fare very well against tome-users, having much higher Resistance than Defense and enough Strength to make the squishy mages hurt. And enough Skill (+Certain Blow in Setsuna's case) that the weapon triangle disadvantage doesn't really hinder them. Not to mention that since the scrolls/tomes have a max range of 2, I can park the bow users on the edge of the mages' range to bait the dumb AI into attacking them at a distance from which they can retaliate. So yeah, "Enemy mages? Break out the bows" indeed!

  10. I have finished Birthright and Conquest on Normal and am now on a Conquest Lunatic run (done up to and including Chapter 21 and a few paralogues). This is my first Fire Emblem game, so the Lunatic run is very slow but steady progress.

    For Birthright on Normal, I'd say the toughest chapter, if you're trying to keep everyone alive, is the endgame. I'd say it's even harder in this respect than Normal Conquest's endgame. Why? While it's true that you can easily reach Draggaron on turn 1, he's also incredibly evasive (none of my units could get over 75% hitrate on him, and the hexing rod had a 64% hit chance...naturally it took all three charges to finally hex him). He also hits really hard, and since it's a high-powered magical attack, I don't think any of my characters could survive two attacks from him. Also worth noting is that Draggaron on Normal has more HP than Conquest's Takumi on Lunatic. Oh, and you start Birthright's endgame surrounded on all sides by a smattering of strong enemies, leaving your frail units with nowhere good to hide if you get too many unlucky misses and don't kill Garon on turn 1. So yeah, this endgame is set up to be won quickly, but you need good RNG, and if you don't get it, someone's probably dying.

    Conquest's endgame on Normal, by contrast, is far less dangerous. Because of the thin hallway, it's easier to bait only the enemies you want and keep your frail units safe behind your tanks. The side pockets are easily blocked off, there are many more Dragon Veins than you'll need to block Takumi's waves, and the Faceless reinforcements...well...they had 34 Attack, which by that stage of the game is bordering on Birthright Chapter 20 Faceless levels of pathetic. I think a full one-third of my army took 0 damage from their attacks. Oh, and Takumi's a physical attacker, which meant it would take him 7 hits to down Benny and at least 3 to take down most of my squad.

    I know this comparison between the endgames goes right out the window for Lunatic, and from what I've heard, even Hard, but that's my opinion on the Normal endgames, odd as it may be.

    For Conquest on Lunatic, out of the chapters I've played so far you'd probably think I'd say Chapter 10 or 20 is the hardest...yes, Chapter 10 was extremely trying and required pretty much a zero-mistake run even with heavy tonic use, and Chapter 20 took a long time but it was more tedious than difficult. Actually, the chapter I had trouble with, that took me as long as 10 and 20 combined, was...Ophelia's paralogue (getting all 4 villages), done between chapters 21 and 22.

    SO

    MUCH

    ENEMY

    SPAM.

    42 of them, IIRC, including the two sets of reinforcements. Dangerous enemies, too--a couple Master Ninjas, plenty of Berserkers and Generals, a pack of Seal Defense Spear Masters, and a few magic- and bow-users to round thing out.

    And you're racing against time, having to reach the villages and/or kill the Adventurers before they destroy the villages, which forces you to boldly charge into the danger zone.

    And aggroing certain enemy groups will also aggro a corresponding group on the other side of the map, leading to you being swarmed from two directions at once. Three if you're trying to catch the Adventurer from the top group of reinforcements before he makes his way over to the northwest.

    The woods didn't help either, throwing off my movement calculations because apparently they slow down mounted units way more than umounted ones.

    In the end, I had to send three of my tanky units (with pair ups) into a 15-enemy swarm and hope they'd all survive the turn. I only won because the enemies were stupid and attacked in a very inoptimal order, letting me Dual Guard their strongest attacks.

    Note that I'm playing on Casual mode (yes, Lunatic Casual), but treating it like "Classic with battle saves" (so I can save anytime, but I reload until I figure out a way to get through each chapter with no unit losses. The main reason is so that if I make a mistake, I don't have to replay the same first few turns over and over again, which started getting old about 8 chapters in (I originally started on Classic mode)). This paralogue forced me to throw out my battle saves, completely rethink my strategy, and begin the chapter anew...five times. Sixteen hours, that's how long it took from first trying the chapter to finally beating it. And thirteen of those hours were needed just to find a feasible strategy (one that left a winnable battle afterwards) for the first three turns. Such strategy ended up being ludicrously precise, with me having exactly enough units to deal with the initial southeast group and visit that village in two turns (with Vantage-Nosferatank-Sorcerer Leo meanwhile visiting the southwest village and baiting that group to its death) and then having Camilla fly Xander up to one-shot the north adventurer on turn 3 (and Xander surviving the ensuing enemy phase only thanks to HP, Defense, and Resistance tonics).

    For comparison, the main story chapter I'd just beaten--Chapter 21, Eternal Stairway--took me only one retry, and no I didn't cheese it, I fielded a full army.

    Anyone else have a hard time with Ophelia's paralogue?

  11. no,

    enjoy your shadowban

    Lol, I'm not foolish enough to go online with 'em. :P This is for goofing around offline only, and there's no way I'm ever going to use Powersaves to taint my initial run of Lunatic Conquest while it's still in progress.

    The power of the dark side is calling me. It's voice is that of a siren.

    The only skllls that doesn't sounds that broken to me are Hit/Avo +10/+20 and Resist/Immune Statue well, but damn, they all look tasty.

    Tell us that you honestly, truly, really don't want them.:p

    My thoughts:

    Resist Status absolutely should have been player-available since without it there's no real way to protect against status spam. Immune Status might be too much as it pretty much nullifies the difficulty of certain chapters. (Not that it stopped Saizo from killing himself in Conquest 17 in spite of my best efforts to keep his health topped off....)

    Hit/Avo +10 should be OK since it's not a huge boost but +20 might be pushing it. +20 is strictly better than Lucky Seven, and imagine stacking H/A +10 and +20 on an already-evasive unit like Ryoma....

    Dragonskin, Divine Shield, Immobilize, and Staff Savant are insane. Infinite Bifrost, anyone? How about infinite Freezes that also deal damage? But now that we know Dragonskin and Divine Shield stack, I wonder how long it will be until someone hacks both of them onto a boss just to be evil....

    Inevitable End is the one I'm not so sure about. It's devastating when used by enemies since player units are expected to fight many battles per map, meaning the accumulated debuffs have a large effect. But enemies have an average lifespan of like 2-3 attacks anyway, so piling debuffs on them is...mildly helpful I guess? It'll sometimes turn a 4HKO into a 3HKO, or, with the proper build or positioning, turn a 3HKO into a 2HKO, but plenty of standard skills can make those same claims. Like, would this have been out of place as the Level 5 skill of Master Ninjas? Or am I wrong and it is actually even more broken than stuff like Replicate, Warp, and Galeforce?

    My reason for asking about skill power level was: I'm working on coding a skill-tree randomizer* (shuffling all of the class skills and re-assigning them randomly) and was thinking of giving the user the option (keyword: OPTION) of tossing enemy skills into the shuffler, but organizing them into tiers so the player can enable the weaker ones without having to enable stronger ones.

    My current plan for the tiers is

    "Fair" tier: Hit/Avo +10, Resist Status, Inevitable End**, and all the DLC/future DLC skills that are enemy-exclusive in the base game (Bold Stance, Point Blank, Winged Shield***)

    "Powerful" tier: Hit/Avo +20, Immune Status

    "Broken" tier: Dragonskin, Divine Shield, Immobilize

    "SS" tier: Staff Savant, which can be enabled or disabled independently of all the other skills because it is very VERY broken if used unrestrictedly, but whereas Dragonskin is pretty dull and uninteresting, this one can be kind of fun to abuse.

    *Sorry to get your hopes up; the randomizer won't ROM hack the game for you as I don't know how to do that. It'll just display a randomly-generated skill tree and then it'll be up to the player to Powersave the skills onto their characters accordingly, replacing the "standard" skills, as they level up and earn them.

    **This one can be moved if people think it's a bad idea.

    ***This one (and stuff like Weaponfaire skills and Staff Savant) will always, if included in the shuffle, be given to a class that can use it.

  12. I haven't completed that many supports, and I haven't even started Revelations yet, but a couple stood out to me so far:

    Sakura + Saizo -- Saizo always seemed so emotionless, so seeing something that showed his sweeter (pardon the pun) and more vulnerable (literally and figuratively) side was nice. Also, blushing Saizo is so adorable because you can just barely see the red peeking out over his mask. :D

    Odin + Mozu -- This one does a great job of showing that even though Odin can be boastful and is a "DARK" mage he's still a generally nice guy who's dedicated to helping his teammates. It also features Mozu learning an important lesson--that she shouldn't blindly trust what other people have to say about other people.

  13. So I recently picked up a Powersaves device and being extremely curious, decided to play around with putting enemy-only skills on the characters in my (completed) Birthright file (which will never be used for online play). I found a few interesting subtleties and interactions, but the biggest surprise was how well the game handles (from a "correct behavior" standpoint) player units having skills they shouldn't. All of them that I tested (listed below) work as advertised with only the most minor of exceptions, and none of them caused any glitches I could detect.
    Here's all I found out. Some of this information might already be known, but a lot of it I couldn't find anywhere. These facts could be useful if you want to know what to look out for when facing enemies with these skills, or you want to do a for-fun run of the game using some enemy skills, or you want to maybe incorporate them in class skill trees in a ROM hack, or you are just curious about the intricacies of the game's mechanics.
    General notes about Powersaves and skills:

    • You can only use Powersaves to add skills to the top-left character in your roster. You can change this character by entering a Challenge or Invasion battle and deselecting all of your units except the one you want to be affected, then choosing Exit, then saving. (Does anyone know of a way to do this when no Challenge or Invasion battle is available?)
    • Make sure you fill the skill slots in order! That is, if a character currently has 3 non-personal skills, be sure you don't fill in slot 5 unless you fill in slot 4 first. If you leave a gap, you won't be able to de-equip the skills positioned after the gap. I'm not sure if any other undesirable effects can occur, but best not to chance it.
    • Skills you apply to a character (whether standard or enemy-only) using Powersaves will vanish permanently when you de-equip them instead of being stored under "Available Skills". Apparently only skills that were earned during actual gameplay are saved when you de-equip then.
    • Enemy skills can be passed down to children as normal. In that case, they are considered "earned" by the child, so he or she can remove them and later re-equip them, as demonstrated by the unholy spawn of Staff Savant Sakura and Inevitable End Saizo:

    kUGYFem.jpg

    • Units with enemy skills can be saved to the logbook when you complete the game, but you can't buy the enemy skills from them (perhaps because they have no defined gold cost, or because the game just checks for it and forbids it) and if you buy the whole character, they won't have the enemy skills (perhaps this is due to the same logic that removes enemy skills from captured prisoners? Or are DLC skills also removed this way?)

    Here's some trivia about the various skills I tested:
    Inevitable End

    • As the description suggests, any stat reductions caused by the user on an enemy will be added to debuffs already on that enemy, rather than only the largest reduction on each stat taking effect.
    • If a ninja (by "ninja" I mean anyone equipped with a shuriken or dagger) with Inevitable End double-attacks an enemy due to 5-point Speed advantage, the enemy does not suffer double the debuffs.
    • However, if two ninjas are in Attack Stance and the supporting one has Inevitable End, the debuffs caused by the two ninjas' weapons will stack with each other. It doesn't matter whether the lead unit has Inevitable End. (If the lead unit has Inevitable End and the supporting one doesn't, the two ninjas' debuffs will not stack with each other.)
    • If a unit with Inevitable End has debuffing skills like Draconic Hex and Seal Defense, those skills' effects WILL stack with each other AND with any debuffing weapons that character uses, even on the same attack.
    • Normally if you successfully hit an enemy with an Enfeeble staff, you can't Enfeeble it again within the same turn--the UI just won't allow you to pick it as a target. However, the game correctly LIFTS that restriction for Staff users with Inevitable End, allowing the player to select a just-Enfeebled-this-turn enemy as a target for Enfeeble! This is a subtle point that I'm impressed the game got right. I wonder if all of the skills were developed with the possibility of being used by both players and enemies, with Intelligent Systems later deciding to make some of the skills enemy-only. Or it could just be a by-product of the logic that allows AI Inevitable End staff users to Enfeeble the same player unit multiple times in a turn.

    Staff Savant

    • This works exactly as described. The effect that increases staff range to 1-10 applies to healing staves, not just offensive staves. The UI correctly shows the full range as green squares and correctly allows the player to choose any valid target within the range.
    • The effect that prevents staff uses from consuming a charge DOESN'T apply when you use a Staff through the Items menu->Use command. (E.g., using a Dumpling Rod to heal its holder.)

    Immobilize

    • If this skill is on a unit, any enemy hit by an attack from the unit will be Frozen. It doesn't matter whether this unit or the enemy attacked first.
    • This unit's attack must hit to trigger this skill. Misses don't trigger it.
    • If this unit is the supporting unit in Attack Stance and lands a hit, it will not trigger this skill.

    Hit/Avo +10, +20

    • The bonuses these skills give do not appear on a character's stats page (in the middle where you see Atk, Crit, Hit, Avo), but they do correctly modify the hit percentages on the combat forecast (when you select an enemy to attack and one more A press will commit to the attack).
    • If a unit has both of these skills, their effects WILL stack for a total modifier of 30.

    Resist Status/Immune Status

    • These skills affect stat drops inflicted by enemies onto the unit with the skill, and post-combat damage that would be dealt to the unit with this skill because of Poison Strike, Savage Blow, etc.
    • If your unit has Immune Status and an enemy it fights has a "Seal" skill, the "Seal" skill's icon will pop up after the battle even though it has no effect. (Check your unit's stats and you'll see they haven't dropped at all.)
    • These skills do not reduce or prevent damage from terrain.
    • These skills do not reduce or prevent self-inflicted stat reduction, e.g. from silver weapons, making their descriptions slightly inaccurate.

    Dragonskin/Divine Shield

    • As the description states, each of these skills halves damage that the user takes from attacks. Fractions are rounded down, so e.g. 21 damage becomes 10.
    • If a unit has both of these skills equipped, they WILL stack, QUARTERING all damage taken. Wow!

    Final Question:
    Do you think any of these skills could have been made available to player units without destroying the game's balance? Some are obviously way overpowered, but others I'm not so sure about....
  14. HI everyone, first post here, and I have a couple of questions...

    1) Does disrobing an enemy affect combat at all? E.g., I used a Raider Knife on a tome-wielding enemy, causing it to lose its armor, and after the battle, the enemy had the usual "Weakened: -2" to Defense from the knife's effect, but I couldn't find any other evidence of lowered Defense from the lost armor.

    2) Does Avoid reduce the chance to be hit by an attack while Dodge reduces the chance to be critted by an attack? Based on what I've seen so far I think this is the difference between them but am not 100% sure.

    3) What classes count as Armored units for the purposes of Hammer and Armorslayer? Is it just Knights, Great Knights, and Generals?

    Thank you very much!

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